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What is 6 - 2?

Not reporting is bourgeois

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When i present furry or are seen with furry, this always be:
Fasch idiot: "Ew furries are zoophile degenerates"

Me: ζζζζφ🐾


Hehe i made it in a random anarchy minecraft server

Please, get back to your senses, comrade. You are not acting the same after that shell hit you!



File: 1736561481281.jpeg (161.91 KB, 828x444, IMG_1467.jpeg)

 

Again, same guy editing new Vegas. I discovered this shockingly common design flaw after observing how raiders fight in desert and urban environments.

I found that NPCs in most games tend to fail at finding cover in natural environments.

For context, game developers assign certain objects marks that tells an NPC “hey you can take cover here.” In gameplay, these markers allow NPCs to hide behind crates, cars, doorways, and other man-sized objects.

Now with terrain, normally there are plenty of hills, rocks, and depressions available for NPCs to take cover from. In Arma, players (hopefully) take advantage of these aspects to conceal and cover themselves during combat and patrols. In real life, there are entire systems dedicated to using terrain to cover oneself from enemy fire.

Now with most shooters, this basic feature is no where to be found. Yeah, even in milsims, I was surprised to find NPCs failing to recognize objects as simple as rocks as useful things to hide behind.

Why isn’t this something that is fixed in milsims right now. I can understand why this pathfinding feature may not be as common in arcade shooters, but for the more realistic games, missing something like this is a massive mistake.
11 posts omitted.

>>39175
>(exposure × eyeball compass score) / (health × armed level +1) = hiding action score (HAS)
The core idea is fine but the way you get the values could be optimized.

You could get an exposure value from the raycasts.

The eyeball compass can be derived from the player's average rotation, which you could just update each frame according to a rolling average calculation, like multiply previous value by 0.99 and add current value * 0.01 or whatever ratio you want. Realistically modeling this sort of thing is more where you'd use the screenshot type of method, to figure out what areas are exposed to the player character at their location, like a point light projecting outwards. This could also be baked into the level so that there are zones that have an associated "mask" applied to the navmesh to highlight optimal placement.

Health and armed level could also be modeled in a more dynamic way without that much cost, pretty hacky methods like average time between the player popping up to shoot. This would also mean that suppressing fire matters (especially if you incorporate location data for where the bullets are going), and would contribute to more ebb and flow in the combat pacing since you can help control when the NPCs are going to move.

>>39171
>Doom, Quake, etc are all challenging and interesting games despite the enemy AI in them basically being "if you see the player move towards them and attack
The single-player campaigns were like that, but the deathmatch bots got pretty sophisticated. When Quake III Arena came out in 1999, that game was only deathmatch and capture the flag and its bots were "aware" of weapons, ammo, health and could communicate through chat with you. See pdf.
>because most of the enemies has a unique purpose that creates interesting situations you have to figure out when you mix them together
Right. For instance, there can be different "magic skills", basically cheating to create crude models for guessing where the player is when out of sight:

1. Big Bubble: We draw a big sphere around the player actually is and randomly choose a point inside the sphere as the guess.

2. Slow Telepathy. We use rather accurate location data, but we delay the transmission to the AI.

3. Evaporating Trail. We put in a slowly evaporating trail that is following the player. It's invisible to the player, but the AI can "smell" it when standing inside of it.

If I had to choose only one of these, I would strongly prefer Big Bubble. That's because Slow Telepathy is thwarted by moving around and Evaporating Trail is thwarted by camping. Big Bubble looks robust. But a mix of some bots having the "magic skill" Slow Telepathy and others Evaporating Trail would also work.

Hmmm, what would a Pac-Man clone with these three AIs feel like?

>>39176
>The image analysis method is extremely overkill especially since the game should know where all the opponents are.
I said it's for single-player and was thinking about NPCs against the player only and not each other and only using the method for those NPCs registered in the pseudo screenshot. I don't believe that would be hard to do on hardware from twenty years ago. Maybe it's overkill in the sense of annoying to program rather than in the sense of eating much processing power.
>it would make more sense to do a separate low-res image for each of them aimed in exactly their direction
I agree with that low-res image is enough, but I do think that where the player looks should have weight. Remember I said the pseudo-screenshot would be broader than the actual POV of the player, so the approach isn't as limited as one might expect.
>give the NPCs "foresight"
They already have a tiny bit of foresight just because the pseudo-screenshot uses the broader POV, so they can also react to almost being seen. I admit this is not for foresight in the sense of planning something that takes more than two seconds to execute. It's barely more than a reflex.

I believe the most elegant way of NPC punishing both camping and "anticamping" (I mean running around a lot) would be directly scoring the player's behavior and shrinking or expanding the fuzzing factor applied to the player's actual location when generating the location guesses for NPCs to follow.

The area gets a virtual tamagotchi-resolution map that is initially grey. Over time, the pixels turn more and more pale. The pixels visited by the player turn black. This map's average brightness is the camping score. The brighter, the err campier.

NPCs tasked with punishing camping get less fuzzy location data of the player the higher the player's camping score is. NPCs tasked with punishing anticamping get less fuzzy data the lower the player's camping score is. NPCs that are jacks of all trades get less fuzzy data when the camping score is either very high or very low.

Somebody ought to make a shooter with a twist, where you wouldn't see much less defeat most enemies, to fuck with player.



 

What would the Kaiserreich/Kaiserredux versions of ᴉuᴉlossnW and Mosley react to their real life counterparts? Or Kaiserreich/Kaiserredux fascist react to real life versions of their ideology.

>>39209
>KR Oswald Mosley
KR Mosley if taken power of the UOB would see his OTL counterpart as a footnote joke, who failed because he didn't commit enough to become a revolutionary "great man of history". KR Mosley would view british fascism as a reactionary faux "revolutionary" force with some similarities to policies he recognise with Totalism and to his own thinking. But KR Mosley would see the policies as insufficient, pro capitalist, and in some cases "watered down" versions of Syndicalism (Corporatism), feminism, and Keynesianism (The "coming" rework Mosley retains a Keynesian worldview). KR Mosley who falls into disgrace would think if he is destined not to become a "great man of history" but "joke of history?" (Mosley is a narcissist after all)
>KR ᴉuᴉlossnW
KR ᴉuᴉlossnW regardless if he takes power would see his counterpart with jealousy. As he would see his OTL counterpart was "much more successful", and Italy didn't fall into a civil war. Though he doesn't like his counterpart's fall into historic disgrace and how he was overthrown.



File: 1698763917341.png (Spoiler Image,2.96 MB, 1894x1048, ClipboardImage.png)

 

https://schombert.github.io/Project-Alice/index.html

Getting Started
Please consult docs/contributing.md for more information! it contains information on how to compile the project on both Windows AND Linux

Picking up where Open V2 left off
The goal of Project Alice (named after Alice Roosevelt Longworth) is essentially to create a new version of open v2 – my earlier project to create a Victoria 2 clone – and then to finish a working, feature complete, version of the game. This means that, at least initially, there will be few departures from doing things as Victoria 2 did them, simply to keep the project focused and on track. Once a 1.0 is complete, we can then use it as a playground for new experiments. As of July 2023, I have basically caught up to where open v2 was, minus some deficiencies in the ui.

I hope to find a few people to form an art team that can recreate the assets that Victoria 2 uses to give this project its own distinctive visual identity. I know that is a big ask, but on the other hand, there will be no 3d modeling required. We already have access to a set of new flags that we can use, courtesy of the SOE project.

In comparison to other projects
In comparison to SOE (Symphony of Empires) this project is a more direct Victoria 2 clone, while SOE is its own game. Nevertheless, I tend to think of it as a sister project. We do have some people here involved with both (I myself make the occasional suggestion there), and if you see something that we make that they could use, I am sure that they would appreciate the contribution. Likewise, we will be using at least some of their work.

With regards to the OpenVic2 project, although it "marketed" as a Victoria 2 "clone," that isn't what they are working towards creating. Instead, they intend to provide an entirely new set of assets, including events, decisions, etc., which will make their project more of a Victoria 2-ish game. It is also run with a very different managerial style. If you are interested in both Project Alice and OpenVic2, I suggest spending time with both teams or even joining both projects.

Post too long. Click here to view the full text.
44 posts and 9 image replies omitted.

I managed to build it from source on linux a year ago after changing some platform-specific vector arithmetic functions who told these people to write sse/avx calls by hand. why???
now it is completely ogre, it is too much spaghetti to fix it with a small patch, I don't understand why couldn't they use a library, it would have been less work and the code would be "vector agnostic". right now it only compiles for a small subset of x86_64 computers

>>38058
Gamers are always shit tier at writing code, it seems. it just comes with the territory for some reason.

>>38076
dude is a commie tho.

Doesnt make this code better


https://github.com/schombert/Project-Alice/releases/download/v1.2.0/1.2.0.7z
<Latest stable release with support for state-level markets.




File: 1736985679201.jpeg (117.29 KB, 375x512, IMG_1490.jpeg)

 

The book series is far more explicitly fascist than warhammer ever could be. Unlike the imperium, the Terran federation started off as a fascist organization and does not possess any of the art or emblems representing human history that war hammer has. There is no inquisition, there is only fascist police officers dressed in parsimonious uniforms. The Terran federation never establishes any diplomacy with any of the aliens it encounters. Unlike how the imperium learned to at least coexist with peaceful aliens, the Terran federation tried obliterating everything it saw. The federation doesn’t even use melee weapons that at least bring historical vibes and art. All you get are bombs, WMDs, and assault rifles.

The bugs are even portrayed in a more biased manner than the other aliens. Anti-Soviet propaganda is everywhere in these books. The bugs are regularly compared to Chinese people. This makes sense given how strong anti-sino sentiment was when this book was written, but my god, the insults get so fucking petty.

Also the first book is one and completely obvious infantry recruitment ad. Like, there is no point in the first book where it tries to discourage the reader from joining the army. It’s the fucking milsim era of shooters all over again but with Cold War era rhetoric.

are you autistic? yes heinlein was a freak and the starship troopers novels are actually fascist slop. warhammer is goofy maximalist fun that draws from all kinds of reactionary aesthetics but is more like unabashed playground fantasies of a dark future than it is actual fascist masturbation

Because nobody read that shit,and everyone that does agrees with you,simple as that

I was under the impression both were meant to critique fascism in that, but I haven't read it either lol.

>>39230
The films do more to critique fascism. The original ST book is dead serious.

>>39226
Warhammer is much more actually reactionary than ST



File: 1736827373109.png (1.23 MB, 2492x1257, zaum product.png)

 

IM GONNA DO IT! IM GONNA BUY THE 489€ HARRY DUBOIS JACKET! I'M GOING TO CONSOOM PRODUCT AND YOU CAN'T STOP ME! HE'S LITERALLY ME AND I NEED HIS JACKET! ZAUM IS AN EVIL COMPANY AND THEY'VE GOT THEIR HANDS ON MY WALLET! HELP, I'M BEING ROBBED!
4 posts and 1 image reply omitted.

I know a guy with the Official Kim Kitsuragi Bomber Jacket and he's a fucking autistic (in the bad way not the cool way) creep.

>made to order
chances are its good quality. good quality clothing actually costs that much new, especially if its made on a per order basis, though tbh for $500 id just get second-hand niche designer pieces instead of cosplay shit you know?

>feeling guilty over spending money on things because of morals
Peak middle-class leftoid. If you've got the money then just do it, though for that money you could just commission someone to make it for you and not have to pay the license fees included in the official product.

>>39217
quelle surprise

>>39218
if you pay $500 for some shitty jacket you a straight retard

>>39220
how do you know its a shitty jacket, have you handled it? how are the materials and seams?
$500 isnt a lot of money to quite a lot of people too. the pb have the disposable income to spend their money in whatever they please, objectively it isnt more or less valid than spending $500 in anything else



 

what were some notable ragequit moments you've had in videogames?

I've been playing Diablo II (the original) for the first time, and on act 3 there's a random dungeon I went in where RIGHT AT THE FUCKING ENTRANCE there are like 15 snake enemies that IMMEDIATELY gang up on you and spam you with attacks, killing you LITERALLY in 1 to 2 seconds max. I have lost a lot of gear there trying to recover the loot in the dozens of bodies that I left there after dying many times to these extremely cheap snakes.

How can a game that's so good have such comical difficulty spikes out of nowhere? You're breezing through the game, and then suddenly a mob of roided up monsters come out of the shadows and fold you like a lawn chair
4 posts omitted.

>>38976
>what were some notable ragequit moments you've had in videogames?
I seem to quit strategy and puzzle games a lot because my brain dumb, like with Portal 1 and 2 (fuck you, potato GLaDOS).

I never quit action games, NEVER.

File: 1736232827313.jpg (10.19 KB, 176x286, images.jpg)

Overthrown has me rage quitting fs. It's an absolute scam painted up like an interesting game. Even the title makes me cringe.

That fast Nioh 1 dude who just absolutely obliterates you while you can't keep up, had me uninstall the game

In every CRPG I do a blind playthrough which eventually results in getting fucked in the ass by some combat encounter, resulting in ragequit & reading guides/discussions for better builds.

I quit Metro Exodus when it took all my ammo to defeat one zombie (who I’m pretty sure you can’t sneak past) and then found out there was a whole sewer full of them I had to get past.



File: 1736222981924.jpeg (205.24 KB, 828x519, IMG_1451.jpeg)

 

Hi, I’m the guy modding new Vegas. I’ve noticed a problem present in every shooter made, or at least, every shooter mainly focused on the ranged aspect of combat.

The fundamental problem with all shooters it that they make shooting at an elevation too convenient. It doesn’t matter what game you play. Camping at a high elevation usually the safest option. Camping at these heights is also the least fun way to play and the least fun thing to play against.

For the perpetrator, the game becomes unengaging (unless you’re playing a game like sniper elite or hitman), and for the invaders, fighting against this playstyle can become frustratingly difficult. Games like DayZ, PUBG, and insurgency are notorious for this type of camping. Retro shooters like DOOM and Boltgun can be cheesed by playing like this in nearly all levels. You get the idea, this problem is not fun to deal with.

How do you even go about solving a problem like this?
10 posts and 1 image reply omitted.

>>39115
>extremely visible

On terrain, you’re almost invisible if you camp high. It’s incredibly easy to conceal yourself too. Just move back behind the hill a bit and reposition yourself.

i oddly never noticed this in halo. whenever a higher elevation enemy killed me i usually think "damn yeah i tried taking the riskier path and was punished for it oh well"
so maybe it really is just a game design thing? + halo most weapons are pretty short ranged, so even if the enemy is above you they usually feel inclined to do a badass jump towards you to close the distance anyway>>39116

>The fundamental problem with all shooters it that they make shooting at an elevation too convenient.
Being at a higher point gives you an advantage in real life as well. One can argue that the advantage shouldn't be too strong, but advantages and disadvantages perfectly balancing out would be too counterintuitive and weird IMHO.

Consider how the first one gets to the high position and how easy it is to get up there as the second one while the first one is still there. There could be some obstacle to getting there that the first person has to deal with and then the obstacle isn't there anymore for anybody (e. g. hitting a switch that opens a door permanently).

The high points could be easily destructible. A thing from real life: Fire travels faster uphill, so if starting fires is a thing in your game, you have a good counter-strategy right there. And characters don't need to be literally on fire to take damage. There can be health damage from heat and smog and that stuff travels upwards.

>>39055
I'm not sure that this is as big of a problem in DayZ.
The maps are huge, so not only can you mitigate the height advantage by moving farther away, there's way more ground for the camper to cover if they are to utilize their high ground. Meanwhile the camper has potentially put themselves at a disadvantage by being in a predictable spot. Think of the control tower at the NWAF base. Anyone moving through the area is going to keep an eye on it. A lot of fights are decided by who sees who first, regardless of height differences. Trying to pick out a pixel in a sea of beige is a lot harder than seeing a silhouette against the sky.
In addition, a lot of the high grounds with relatively unimpeded views, like the aforementioned control tower, have chokepoints that they are accessed by. So not only is it easier for the would-be camping victim to see you first, but they could just wait you out in cover and kill you as you leave. This is compounded by the fact that you also can't just camp forever, you have hunger, thirst, sickness, ammo, weapon condition, etc., to contend with.
I admit that in a lot of shooters I find myself feeling the urge to camp in buildings and shoot out the windows but this rarely goes well for me. Being able to move around is almost always preferable to being cooped up in one spot.

>>39055
no shit, having the high ground is advantageous in irl conflict as well for obvious reasons. what are you even complaining about lol



File: 1700029584365.jpg (Spoiler Image,1.24 MB, 1920x1080, store_home_share.jpg)

 

Why do people cling onto this shitty storefront instead of freely using multiples for the games they want?
Every new game that comes out on pc is exclusive to the epic games store and the first 10 pages of any section on steam is literally filled with shovelware pixelshit and porn games.
Despite the influx of indie shovelware on the PSN store you can atleast get a curation of good games on any page you visit. It feels like Valve literally does nothing to moderate their own fucking property. just sits there and collects income from gaymer cattle
23 posts and 1 image reply omitted.

>>31748
indie devs aren't porky, some games are best enjoyed in online multiplayer and lifestylist larp isn't communism

>>39136
>indie devs aren't porky
How? They are not large capitalists but still. AAA devs are obviously proles however.

>>39141 (me)
Also, you're absolutely right about the lifestylist larp (why's everyone using this Bookchinite slang anyway?).

>>31804
Actually the porn games on the front page are 90% shit

>>39128 (me)
I'd also add that Valve, while a bad publisher, is a great retailer. The games on Steam are by far the cheapest (especially with discounts), allowing you to build your library quickly (just how it should be). Ofc pirated games are free so you can choke your SSD with games even quicker but when it comes to the storefronts Steam allows you to do that the fastest. So no wonder it got so popular. Also, TF2, HL2 and Portal contributed ig.



File: 1708861206693.png (Spoiler Image,1.65 MB, 1058x977, 35637347943323.png)

 

Can I still be a communist if I play Helldivers 2?
THE FUCK YOU MEAN FLOOD DETECTED
68 posts and 19 image replies omitted.

>>36209
I played it once on a free weekend on steam.

>>36210
>It was not a AAA game and not even in the same genre
Yeah I was confused about helldivers 2 because the first one is top down twin stick.

I'm pretty happy about the new patch. The hmg emplacement isn't a total piece of shit now.

>>36212
I went back to Deep Rock Galactic to scratch my co-op shooter itch.

>>36209
I went and bought 1 to try it out and its really fun. We need more twin stick shooters like it

>>34332
absolutely this, the second I booted it up and saw the opening cinematic it was evident that the whole thing is an allegory for US imperialism. Though /pol/chuds probably want that unironically and feel like they're getting it now with the whole Canada/Greenland/Panama canal shitshow
>>34039
Of course there's a fanfic author for every possible combination of autistic special interests



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